Board type game

ABSTRACT

Game apparatus comprising a game board having two parallel player courses extending around the periphery thereof, a compass rose freely rotatably mounted centrally of the board, and slots formed in the peripheral edges of the board for receiving removable inserts which bear indicia relating to the game. The apparatus further comprises cards which are drawn by players who land on specially marked areas of the player courses, and peg holes are formed in the board for receiving pegs used to keep track of turns to be lost as the result of penalties.

United States Patent Kuhn 1541 BOARD TYPE GAME [72] Inventor: Byron D.Kuhn, 642-A Chester Street, Norfolk, Va. 23502 [22] Filed: June 2, 1969211 Appl. No.: 829,502

[52] US. Cl. ..273/l34 B, 273/134 G [51] Int. Cl. ..A63f 3/02 [58] Fieldof Search ..273/134, 131

[56] References Cited UNITED STATES PATENTS 3,371,931 3/1968 Saunders..273/134 E FOREIGN PATENTS OR APPLICATIONS 495,506 8/1953 Canada..273/134 A X 1,552,919 12/1968 France ..273/l34 E 51 Oct. 17, 1972Great Britain ..273/134 CB Great Britain ..273/134 AD Great Britain..273/1 34 F Primary Examiner-Delbert B. Lowe Att0meyRoyce E. Jones [57]ABSTRACT Game apparatus comprising a game board having two parallelplayer courses extending around the periphery thereof, a compass rosefreely rotatably mounted centrally of the board, and slots formed in theperipheral edges of the board for receiving removable inserts which bearindicia relating to the game. The apparatus further comprises cardswhich are drawn by players who land on specially marked areas of theplayer courses, and peg holes are formed in the board for receiving pegsused to keep track of turns to be lost as the result of penalties.

2 Claims, 6 Drawing Figures PATENTEDnm 11 m2 LOSE TWO TURNS SARGASSO SEAFIG.4

$200 sm|+$soo Iron $200 T n +$|oo FIG.3A

INVENTOR.

BY RON D. KUHN ygwgfw BOARD TYPE GAME This invention relates to a newgame, and more particularly to a new game which is both fun and haseducational merit. The interest and educational motivation provided bythis game are outstanding features thereof. It is not a game of chancealone, but is one which is stimulating to both children and adults.

An object of this invention is to provide a game which employs theknowledge and use of the compass and stimulates an interest innavigation. The compass rose plays an important part in this game.

A further object of the invention is to provide a game which can beplayed by three or more players and which requires one of the players tomove on a separate course and in the opposite direction from the otherplayers in the game, thereby creating a completely unique aspect to thegame.

Yet another object of the invention is to provide a game which employsslots in the sides of the game board and the use of inserts for theseslots which add yet another new and different feature to the game.

The foregoing and other objects, advantages, and features of theinvention will become apparent upon consideration of the followingdescription of the invention, when considered with the drawings.

FIG. 1 illustrates the top view of the game board of the invention.

FIG. 2 illustrates a side view of the game board of the invention.

FIG. 3 illustrates a sectional view of a portion of the game board ofthe invention.

FIG. 3A illustrates an insert for the game.

FIG. 4 illustrates a card as used in playing the game of the invention.

FIG. 5 illustrates a hopper or player piece for use in the game of theinvention.

The game of this invention employs a game board with a compass rose inthe center thereof and player courses around the edges thereof for theplayer pieces to be moved upon. Finances are used as the means fordetermining progress and the ultimate winner of the game, with eachplayer attempting to financially eliminate the other players from thegame.

Referring to FIG. 1 of the drawings, a game board 1, made of wood orother suitable stiff material, has its upper surface marked with twoseparate tracks or courses, an outer player course 2 and an inner piratecourse 3, a removably mounted compass rose 4, lines 5 from beneath thecompass rose 4 to the courses 2, 3, and designated areas 6 for specialvariations of the game. The game board can be either rectangular orsquare, preferably square. A series of small peg holes 7 are locatedaround the board 1, just inside the pirate course 3, said peg holes 7providing another feature of the invention. The compass rose 4 ismounted on the board 1 in a spin free relation and is mounted on aremovable plastic bearing or any other suitable device which willprovide for said spin free relationship. The compass rose 4 ispreferably mounted on top of the game board 1. The ports 8, half-squaresl0, and the four corner squares 16, provide the landing spaces for theplayers as they move around the player course 2. Landing spaces 9 areprovided in the pirate course 3 for the use of the pirate to land as hetravels around the pirate course 3. Half-squares 10 and corner squaresl6 are used in the player course 2 to add special features or variationsto the game.

Referring to FIG. 2 of the drawings, a side view of the game board 1 isillustrated wherein slots 11 are provided below each port 8 of theplayer course 2. The compass rose 4 is shown in its proper or preferredrelation to the game board 1.

Referring to FIGS. 3 and 3A of the drawings, a sectional view of aportion of the game board 1 is illustrated wherein the slot 1] is shownbeneath the port 8 in player course 2. An insert 12, which fits intoslot 1 l, is illustrated, said insert 12 containing information thereonwhich is vital to the game of this invention. The slots 11 are of suchdimension to provide for easy installation and removal of inserts l2 andare positioned beneath each port 8 in player course 2. Each insert 12 ismarked with five cargos and their costs. The costs of the cargos vary onthe different inserts 12 used in the game, of which there should be anumber sufficient to provide at least thirty different combinations ofmarkings. The five cargos marked on each insert 12 are: Coal, Oil,Steel, Iron and Tin.

In FIG. 4 a typical card is illustrated as would be used on two of thedesignated areas 6 of the game board 1, said areas being marked SargassoSea and Davey Jones Locker. These cards 13 provide instruction for theplayers to follow and thereby add many variations to the game.

In FIG. 5 a typical player piece 14 is illustrated. Although it ispreferable that the forms of ships be used for said player pieces 14,other suitable hoppers or player pieces may be used to play the game ofthis invention.

In the player course 2, witch half-squares 10 represented by an (HS),ports 8 represented by a (P), and the four corners 16 represented by a(c), the landing spaces, in order, are as follows:

Equator (C), San Paulo $250 (P), Caracas $300 (P), Reef (HS), Chest 0Gold (HS), Rio de Janeiro $350 (P), Steer 310 (HS), Fog (HS), Kingston$250 (P), Iceberg (HS), Clear Sailing (HS), Port-O-Spain $300 (P),Mutiny (HS), Steer 080 (HS), Fair Sailing (HS), Quarantine (HS), St.Thomas $350 (P), N. Atlantic (C), Sargasso Sea (HS), Steer 180(HS),Charleston $300 (P), Quarantine (HS), Storm (HS), Savannah $350 (P),Norfolk $400 (P), Fair Sailing (HS), Pirate Island (HS), Baltimore $450(P), Steer (HS), Reef (HS), New York $250 (P), Boston $300 (P), DaveyJones Locker (HS),.Collision (HS), N. Pole (C), Fog (HS), Iceberg (HS),Montreal $350 (P), Steer 240 (HS), Chest 0 Gold (HS), Halifax $400 (P),Barcelona $l25 (P), Dry Dock (HS), Clear Sailing (HS), Copenhagen (P),Azores $200 (P), Antwerp $150 (P), Sargasso Sea (HS), Fair Sailing (HS),Quarantine (HS), Mutiny (HS), PACIFIC OCEAN (C), Pirate Island (HS),Steer (HS), Davey Jones Locker (HS), Collision (HS), Glbraltar $200 (P),Reef (HS), Clear Sailing (HS), Naples $250 (P), Storm (HS), Steer 010(HS), Toulon $300 (P), Beirut $200 (P), Ismir $250 (P), Dry Dock (HS),Fair Sailing (HS), Pireaus $300 (P), and back to the starting Equator(C).

In the pirate course 3, each one-fourth of the course is marked into llplaying spaces, a total of 44. These spaces are marked as follows:

(1) Start, (2) thru (5) No Marking, (6) Steer 090, (7) thru (12) NoMarking, (13) Reef, (14) thru (19) No Marking, (20) Steer 180, (21) thru(26) No Marking, (27) Steer 270, (28) thru (31) No Marking, (32)Frigate, (33) thru (39) No Marking, (40) Steer 000, (41) and (42) NoMarking, (43) Pass Here Collect $100, (44) Reef.

in order to play the game the foregoing board and game equipment shouldbe set up. Play money and dice must be on hand and ready to use. Eachplayer rolls the dice to determine the order of play. The person rollingthe highest number plays first and the remaining players positionthemselves around the board from high to low. The player rolling the lowscore becomes the pirate in the game. Each player, except the pirate,receives $2,280 from the bank while the pirate receives $750 from thebank. Play is now ready to begin as each player receives his playerpiece 14 and pegs of the same color as his player piece 14. Each player,except the pirate, will move his player piece 14 in the player course 2in a clockwise direction, beginning at the corner of the board markedEquator. The pirate, however, will move his player piece 14 in a counterclockwise direction, beginning at the landing space 9 marked Start inthe pirate course 3.

ln turn, each player will roll the dice and follow the rules andinstructions as indicated. As a player lands on a port 8 he may leasethe port from the bank for the price indicated on the port 8. He wouldthen receive a card and an insert 12 from the bank, the card to showthat the port is now leased, and the insert 12 to be placed, indiciafacing downward, in the slot 1 l beneath said port 8. It must be clearthat the pirate has no ports in the pirate course 3 so he cannot leaseports. If the port 8 has not been leased the player landing thereon doesnot have to lease same if he does not wish to do so.

lf a player lands on a half square 10 he must follow the directionsthereon. There are a variety of instructions on the different halfsquares 10. Some of these half-squares 10 are marked for the player toSteer to a certain number of degrees. At such time the player will spinthe compass rose 4 and then, reading the bearing from the compass rose4, follow the line 5 from the rose back to the player course 2 to theport 8 or half square 10 which is closest to the line 5 from the bearingto be read. He will then, conduct whatever business is indicated at thistime because his move has now ended.

If, after landing on a half-square 10 marked in such a way that a playermust use the compass rose 4, the player then lands on anotherhalf-square 10, he will go there but will not use that half-squareexcept as a starting point for his next turn. When a player lands on ahalf-square 10 which is not marked for him to Steer" a certain number ofdegrees, he will accept the reward or penalty as set forth in the rulesconcerning that half square 10.

lf a player lands on a port 8 which has been leased by another player hemust conduct his business with the person holding the lease of thatport. This business is conducted as follows: The player who landed onthe port will name three cargos desired. The insert 12 beneath that port8 will be removed and turned up right. Each insert 12 lists five cargosalong with costs thereof. These costs vary on the different inserts,some cargos carrying positive values and some negative values. Theplayer will then subtract any negatively valued cargo from thepositively valued cargo and pay the person holding the lease thedifference. If the cost ends as a negative cost, no payment is made.Each time an insert is used it is replaced in the pool of inserts and anew insert is drawn for that port and placed in the slot 11 in a facedown position. This preserves the element of chance in the game. Thereshould be at least thirty different inserts for use with the game, allhaving a different combination of cargo values.

Any time a player lands on a port 8 or half-square 10 which is adjacentto a landing space 9 occupied by the pirate, he is considered to becaptured by the pirate. lt does not matter which arrives first, theplayer or the pirate, the player is still captured.

The ports 8 in the player course 2 are designated by name and by a costfor the port to be leased. Examples of these are: St. Thomas $350,Caracas $300, Naples$250, and Norfolk $400. There are 24 of these portsin the player course 2. The half-squares are either marked to Steer acertain number of degrees or they are marked with special instructionsas are listed in the rules below. Any time a player emerges from aspecially marked half-square 10 he will spin the compass rose 4 andstart at the point indicated. He will not conduct business at that pointbut will roll the dice and move accordingly. No business is everconducted until the end of the move.

If a player lands on a half-square 10 marked Davey Jones Locker orSargasso Sea he must turn the proper card, follow the instructionsthereon, and replace the card at the bottom of the respective pile,unless the card is marked to be kept until needed. These cards may notbe traded or sold to other players. The cards for the respectivemarkings are stacked on the board in two of the designated areas 6. Theinformation on the cards varies greatly. A typical card will have thefollowing instructions: Lose two turns or pay the bank $200. Anothercard may have the instruction: Lose one turn and pay the bank $l00.There should be at least 20 cards for each stack designated.

There are 24 ports 8 and 40 half-squares 10 in the player course 2 and44 landing spaces in the pirate course 3. The ports 8 may be returned tothe bank for a return of one-half of the cost originally paid to leasethat port. Ports may not be sold by a player to other players in thegame.

Each time a player passes the corner of the board in the player course 2marked Equator he will receive $300 from the bank. Each time the piratepasses the landing space 9 marked COLLECT $l00,he will collect from thebank.

The inserts 12 are ui'sed in the following manner: When a player namesthe three cargos desired, the insert is removed from its slot 11. Thefive choices on the insert are Coal, Oil, Steel, Iron, and Tin. Thethree cargos chosen are tallied, adding the values of the positivelyvalued cargos and subtracting the values of the negatively valuedcargos. If the player chose coal, oil and steel and their values werecoal +8500, oil $300, and steel +8200, he would pay the player holdingthe lease the sum of $400.

The purpose of the pegs 15 is to eliminate any confusion in keeping anaccurate count of turns which must be missed at different times duringthe game. If a player must lose three turns he would place three pegs inthe peg holes 7 nearest his position on the board 1. As he misses histurn he will remove one peg. The pegs for each player should preferablybe of the same color as his player piece 14. If all players must lose aturn or turns at the same time then each player should remove a peg inorder for the game to continue.

The designated areas 6 on the game board 1 have the following names:Sargasso Sea, Davey Jones Locker, Chest Gold, Drydock, Pirate Island,and Quarantine. Two of these, Sargasso Sea and Davey Jones Locker, areused for added instructions with the use of stacks of cards thereon.

Each player uses the following definitions, rules or instructions whenhe lands on the half-squares or on one of the four corners of the playercourse 2:

a. ReefGo to designated area 6 marked D- rydock, lose one turn, pay $200to bank. Next turn, spin rose and start at 040.

b. Chest 0 Gold-Receive all money in the Chest 0 Gold.

c. Drydock-Pay 100 fee to Chest 0 Gold.

d. Sargasso Sea-Tum top card, follow instructions thereon.

e. Davey Jones Locker-Turn top card, follow instructions thereon.

f. Clear Sailing-Pay Ransom if captured by Pirate.

g. Quarantine-Go to designated area marked Quarantine,lose one turn,next turn spin compass rose and start at 000.

h. Mutiny-Choice 1. Lose one turn, or

2. Pay $150 to Chest 0 Gold.

i. Storm-Roll dice again, move accordingly.

j. Fair Sailing-Safe spot, cannot be captured by Pirate.

k. Pirate lsland--Put ship on designated area marked Pirate Island, pay$250 to Pirate, lose two turns, spin rose, start at 000.

l. North PoleSafe spot unless player rolls doubles to land here; if so,become Pirate and Pirate becomes regular player. Both players simplyexchange positions and the game remains Status Quo.

m. Collision-Put fine of $200 in Chest 0 Gold.

11. Iceberg-Go to designated area marked D- rydock, put $250 in Chest 0"Gold, next turn, spin compass rose and start at 090.

o. Mediterranean-Open Sea, cannot be captured by the pirate.

p. Pacific Ocean-Safe spot, cannot be captured by the pirate.

q. Equator-If passed, collect $300 from the bank, if bank is broke, pay$200 to bank.

r. Fog-Lose one turn, collect $150 from each player, except the Pirate.

The pirate must follow the rules and instructions set forth below as heproceeds around the pirate course 3:

a. If the pirate lands adjacent a leased port he collects from theplayer holding the lease on said port.

b. Reef-Pirate pays to Chest 0 Gold.

c. Frigate-Pirate pays $250 to bank, goes to Drydock, loses two turns,spins rose, starts again at 040.

d. If pirate becomes broke he collects $100 from each player and remainsin the game.

e. l pirate captures a player's ship the player rolls the dice and paysthe pirate $100 for each pip showing on the dice.

f. Steer 000, 090, 180, 270-spin compass rose, follow line which isclosest to bearing indicated from rose to course 3.

g. Pirate collects $100 from bank for passing square marked Collect$100."

When any player other than the pirate becomes broke he must withdrawfrom the game. Thus an object of the game is being met, the test to beable to financially eliminate other players,- except the pirate, fromthe game. At the end of the game the remaining player and the piratecompare finances in order to determine the winner. Player may stop thegame after a designated period of time and determine the winner bycomparing finances.

The invention claimed is:

l. A board type game comprising in combination a generally fiat-surfacedboard having two separate player course around the outer edge thereof,each course consisting of a series of landing spaces for the playerpieces to land on as they travel around the course, said separatecourses providing a separate course for one player to travel around theboard in a direction opposite to that of the other players, said boardfurther defined in that a compass rose is mounted thereon, in aspin-free relationship, in the center thereof, said board further havingslots around the edges thereof, and having inserts placed within saidslots, said inserts being each of the same general design and containinga list of five cargos and their costs, said costs being marked on thedifferent inserts in different combinations of markings.

2. A board type game according to claim 1 wherein said board furthercontains marked areas between the compass rose and the player courseswhere player pieces must, at times, be placed out of their playercourses, and lines extending from the area beneath the rose to theplayer courses for use in navigating player pieces, said board furtherhaving cards placed in designated areas thereon, said cards containingpertinent information needed for the players when landing in certainareas of the player courses, said board further having a multiplicity ofpeg holes located just inside the two separate courses on the top of theboard, said peg holes providing holding means for pegs which areinserted in order to determine the turns to be lost by a player in thegame.

1. A board type game comprising in combination a generally flatsurfacedboard having two separate player courses around the outer edge thereof,each course consisting of a series of landing spaces for the playerpieces to land on as they travel around the course, said separatecourses providing a separate course for one player to travel around theboard in a direction opposite to that of the other players, said boardfurther defined in that a compass rose is mounted thereon, in aspin-free relationship, in the center thereof, said board further havingslots around the edges thereof, and having inserts placEd within saidslots, said inserts being each of the same general design and containinga list of five cargos and their costs, said costs being marked on thedifferent inserts in different combinations of markings.
 2. A board typegame according to claim 1 wherein said board further contains markedareas between the compass rose and the player courses where playerpieces must, at times, be placed out of their player courses, and linesextending from the area beneath the rose to the player courses for usein navigating player pieces, said board further having cards placed indesignated areas thereon, said cards containing pertinent informationneeded for the players when landing in certain areas of the playercourses, said board further having a multiplicity of peg holes locatedjust inside the two separate courses on the top of the board, said pegholes providing holding means for pegs which are inserted in order todetermine the turns to be lost by a player in the game.